86ac0ffd0b
The calculation of view.pending.box.x for snap right should be based on output_width (not output_height). The inverse applies to view.pending.box.y for snap down.
149 lines
5.1 KiB
Zig
149 lines
5.1 KiB
Zig
// This file is part of river, a dynamic tiling wayland compositor.
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//
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// Copyright 2020 The River Developers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 3.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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const std = @import("std");
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const math = std.math;
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const server = &@import("../main.zig").server;
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const Error = @import("../command.zig").Error;
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const PhysicalDirection = @import("../command.zig").PhysicalDirection;
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const Orientation = @import("../command.zig").Orientation;
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const Seat = @import("../Seat.zig");
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const View = @import("../View.zig");
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pub fn move(
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seat: *Seat,
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args: []const [:0]const u8,
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_: *?[]const u8,
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) Error!void {
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if (args.len < 3) return Error.NotEnoughArguments;
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if (args.len > 3) return Error.TooManyArguments;
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const delta = try std.fmt.parseInt(i32, args[2], 10);
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const direction = std.meta.stringToEnum(PhysicalDirection, args[1]) orelse
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return Error.InvalidPhysicalDirection;
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const view = getView(seat) orelse return;
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switch (direction) {
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.up => view.move(0, -delta),
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.down => view.move(0, delta),
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.left => view.move(-delta, 0),
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.right => view.move(delta, 0),
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}
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apply(view);
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}
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pub fn snap(
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seat: *Seat,
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args: []const [:0]const u8,
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_: *?[]const u8,
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) Error!void {
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if (args.len < 2) return Error.NotEnoughArguments;
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if (args.len > 2) return Error.TooManyArguments;
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const direction = std.meta.stringToEnum(PhysicalDirection, args[1]) orelse
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return Error.InvalidPhysicalDirection;
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const view = getView(seat) orelse return;
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const border_width = server.config.border_width;
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var output_width: i32 = undefined;
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var output_height: i32 = undefined;
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view.output.wlr_output.effectiveResolution(&output_width, &output_height);
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switch (direction) {
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.up => view.pending.box.y = border_width,
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.down => view.pending.box.y = output_height - view.pending.box.height - border_width,
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.left => view.pending.box.x = border_width,
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.right => view.pending.box.x = output_width - view.pending.box.width - border_width,
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}
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apply(view);
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}
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pub fn resize(
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seat: *Seat,
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args: []const [:0]const u8,
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_: *?[]const u8,
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) Error!void {
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if (args.len < 3) return Error.NotEnoughArguments;
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if (args.len > 3) return Error.TooManyArguments;
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const delta = try std.fmt.parseInt(i32, args[2], 10);
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const orientation = std.meta.stringToEnum(Orientation, args[1]) orelse
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return Error.InvalidOrientation;
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const view = getView(seat) orelse return;
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var output_width: i32 = undefined;
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var output_height: i32 = undefined;
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view.output.wlr_output.effectiveResolution(&output_width, &output_height);
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switch (orientation) {
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.horizontal => {
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const prev_width = view.pending.box.width;
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view.pending.box.width += delta;
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view.applyConstraints();
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// Get width difference after applying view constraints, so that the
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// move reflects the actual size difference, but before applying the
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// output size constraints, to allow growing a view even if it is
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// up against an output edge.
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const diff_width = prev_width - view.pending.box.width;
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// Do not grow bigger than the output
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view.pending.box.width = math.min(
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view.pending.box.width,
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output_width - 2 * server.config.border_width,
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);
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view.move(@divFloor(diff_width, 2), 0);
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},
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.vertical => {
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const prev_height = view.pending.box.height;
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view.pending.box.height += delta;
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view.applyConstraints();
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const diff_height = prev_height - view.pending.box.height;
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// Do not grow bigger than the output
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view.pending.box.height = math.min(
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view.pending.box.height,
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output_height - 2 * server.config.border_width,
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);
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view.move(0, @divFloor(diff_height, 2));
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},
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}
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apply(view);
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}
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fn apply(view: *View) void {
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// Set the view to floating but keep the position and dimensions, if their
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// dimensions are set by a layout generator. If however the views are
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// unarranged, leave them as non-floating so the next active layout can
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// affect them.
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if (view.output.pending.layout != null)
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view.pending.float = true;
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view.float_box = view.pending.box;
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view.applyPending();
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}
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fn getView(seat: *Seat) ?*View {
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if (seat.focused != .view) return null;
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const view = seat.focused.view;
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// Do not touch fullscreen views
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if (view.pending.fullscreen) return null;
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return view;
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}
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